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Vorlage:For Vorlage:Simulation VG A space flight simulator game is a genre of video games that lets players experience space flight in a spacecraft. Highly realistic examples include Orbiter and Microsoft Space Simulator. Examples that also feature combat (known as space combat simulators[1][2]) include Descent: FreeSpace - The Great War, Star Wars: X-Wing - Space Combat Simulator and Independence War. Examples that feature trading in addition to combat (known as space trading and combat simulators[3][4][5][6]) include Elite and Freelancer.

Space flight simulators, at one time popular, have for most of the 2000s been considered a "dead" genre.[7][2][8][9][10]

Control systems

Most modern space flight simulators on the PC allow a player to utilise a combination of the WASD keys of the keyboard and mouse as a means of controlling the game (games such as Microsoft's Freelancer use this control system exclusively[11]). By far the most popular control system among genre enthusiasts, however, is the joystick.[9] Most fans prefer to use this input method whenever possible[11], but expense and practicality mean that many are forced to use the keyboard and mouse combination (or gamepad if such is the case). The lack of uptake among the majority of modern gamers has also made joysticks a sort of an anachronism, though some new controller designs[9] and simplification of controls offer the promise that space sims may be playable in their full capacity on gaming consoles at some time in the future.[9] In fact, X3: Reunion, part of one of the more cumbersome and difficult series of space simulations[12][13], was initially planned for the Xbox but later cancelled.[14]

Space combat simulator

Space combat simulators often feature an arcade-like simulation of space flight, as opposed to the realistic simulation of space flight in other space flight simulators. Such games generally place the player into the controls of small, one-person dogfighting craft and bombers in a military force of similar and larger spaceships. The prominent Wing Commander, X-Wing and Freespace series all use this approach. Exceptions include the first Independence War and the Star Trek: Bridge Commander series, which models the larger craft of Star Trek in a more tactical fashion.

Space trading and combat simulator

The general formula for space trading and combat simulators, which has changed little since its genesis, is for the player to begin in a small, outdated ship with little money or status and for the player to work his way up, gaining in status and power through trading, exploration, combat or a mix of different methods.[15][16][17] Plot tends to play only a limited role and only a loose narrative framework tends to be provided (in certain titles of the X series, for instance, players may ignore the plot as long as they like and are even given the option to disable the plot completely and instead play in "sandbox" mode[15]).

Games of this type often allow the player to choose among multiple roles to play and multiple paths to victory. This aspect of the genre is very popular, and some people have complained that, in some titles, the leeway given to the player too often is only superficial, and that, in reality, the roles offered to players are very similar, and open-ended play too frequently restricted by scripted sequences.[15] As an example, Freelancer has been criticised for being too rigid in its narrative structure[16][11], being in one case compared negatively with Grand Theft Auto[11], another series heralded for its open-ended play.[18]

All space trading and combat games feature the core gameplay elements of directly controlling the flight of some sort of space vessel, generally armed, and of navigating from one area to another for a variety of reasons. As technology has improved it has been possible to implement a number of extensions to gameplay, such as dynamic economies, cooperative online play and realistic flight models based on Newtonian physics, but the core gameplay has changed little over the years. Some recent games have expanded the scope of the experience by including thousands of simultaneous online players in what is commonly referred to as a "living universe",[19][20][15][21] a dream some have held since the genre's early beginnings.[22]

History

Vorlage:Seealso

Datei:BBC Micro Elite screenshot.png
Elite, released in 1984, was one of the first titles to feature fully three-dimensional graphics.[23]

The modern space flight simulation genre emerged at the point when home computers became sufficiently powerful to draw basic wireframe graphics in real-time.[17] The game Elite is widely considered to be the breakthrough game of the genre (it has been cited as the initial title/inventor/definer of the genre[24][17][25][20]), although it did have some precursors. Elite was so highly influential upon later games of its type (not to mention its effect upon gaming as a whole[17][11][20][26]) that they are frequently called Elite-clones[27][28][29][30]. Elite is also one of the most popularly requested games to be remade[13], and some argue that it is still the best example of the genre to date, with more recent titles—including its sequel[19]—not rising up to its level[20][16][17].

Elite has made a lasting impression on developers, worldwide, even into different genres. In interviews, senior producers of CCP Games cited Elite as one of the inspirations for their acclaimed EVE Online MMORPG.[31][25][32] Thorolfur Beck credits Elite as the game that impacted him most on the Commodore 64[25]. Developers of Jumpgate Evolution, Battlecruiser 3000AD, Infinity: The Quest for Earth, Hard Truck: Apocalyptic Wars and Flatspace likewise all claim Elite as a source of inspiration.[24][33][34][35][36] Elite was named one of the sixteen most influential games in history at Telespiele, a German technology and games trade show[37], and was exhibited as one of the twenty-five best video games ever made at the Science Museum in London[38]. Elite was also named #12 on IGN's 2000 "Top 25 PC Games of All Time" list[39], the #3 most influential video game ever by the Times Online in 2007[40], and "best game ever" for the BBC Micro by Beebug Magazine in 1984[41]. Elite's sequel, Frontier: Elite II, was named #77 on PC Zone's "101 Best PC Games Ever"[42] list in 2007. Elite has been credited as opening the door for future online persistent worlds, such as Second Life and World of Warcraft[40], and as being the first truly open-ended game[18][43]. Similar praise has been bestowed elsewhere in the media from time to time.[44][45][46][47][48] Elite to this day is one of the most ambitous games ever made, and yet resides in only 22 kilobytes of memory and on a single floppy disk.[19]

Some tabletop and board games, such as Traveller or Merchant of Venus, also feature themes of space combat and trade. Traveller influenced the development of Elite[49] (the main character in Traveller is named "Jamison"; the main character in Elite is named "Jameson") and Jumpgate Evolution[24]. Trade Wars and TradeWars 2002 were early BBS door games that featured trading and combat set in outer space, and were influential in their own right[50][51].

The seeming decline of the space flight simulators in the late '90s coincided with the rise of the RTS, FPS and RPG game genres, with such examples as Doom, Warcraft and Diablo.[9] The very things that made these games classics, such as their open-endedness, complex controls and attention to detail, have been cited as reasons for this decline.[9][10] Some recent franchises such as the X series[9] and EVE Online, however, appear to have broken this mold. The open source community has also been active, with recent projects such as FS2 Open and Vega Strike serving as platforms for nonprofessional efforts.[10] Remakes of Elite and Privateer[52] are being made using the Vega Strike engine.

References

Vorlage:Reflist

Vorlage:VideoGameGenre

  1. SW3DG releases Evochron Renegades. (HTML) GameTunnel, 20. Oktober 2007, abgerufen am 16. November 2007.
  2. a b Brooks Peck: 1999 E3 Science Fiction Game Preview. (HTML) SciFi.com, abgerufen am 16. November 2007. Referenzfehler: Ungültiges <ref>-Tag. Der Name „scifi“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  3. Evochron. (HTML) GameZone, abgerufen am 17. November 2007.
  4. Space Rangers 2: Rise of the Dominators. (HTML) GamingTrend, abgerufen am 17. November 2007.
  5. X3: Reunion. (HTML) IGN, abgerufen am 17. November 2007.
  6. Space Rangers 2: Rise of the Dominators (PC). (HTML) GameSpy, abgerufen am 17. November 2007.
  7. Space Interceptor: Project Freedom. (HTML) MyGamer, 9. November 2004, abgerufen am 17. November 2007.
  8. Matt Weise: Freelancer. (HTML) GameCritics, 28. Mai 2003, abgerufen am 17. November 2007.
  9. a b c d e f g Adam LaMosca: Lost in the Void. (HTML) The Escapist, 18. Juli 2006, abgerufen am 17. November 2007. Referenzfehler: Ungültiges <ref>-Tag. Der Name „escapist“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  10. a b c Howard Wen: What Happened To The Last Starfighters? The Escapist, 12. Februar 2008, abgerufen am 20. Juni 2008.
  11. a b c d e Rob Fahey: Freelancer Review. Eurogamer, 11. April 2003, abgerufen am 19. Juni 2008.
  12. Matt Peckham: Flatspace II: The Rise of the Scarrid. SciFi.com, 7. März 2006, abgerufen am 20. Juni 2008.
  13. a b Rob Fahey: X2: The Threat Review. Eurogamer, 6. Februar 2004, abgerufen am 20. Juni 2008.
  14. X3: Reunion for Xbox. GameSpot, abgerufen am 20. Juni 2008.
  15. a b c d Barry Brenesal: IGN: X3: Reunion Review. IGN, 6. Dezember 2005, abgerufen am 20. Mai 2008.
  16. a b c Rob Fahey: X2 - The Threat preview. Eurogamer, 30. September 2003, abgerufen am 19. Juni 2008.
  17. a b c d e Bryn Willimas: GameSpy.com - Hall of Fame: Elite. GameSpy, abgerufen am 20. Juni 2008.
  18. a b Dan Whitehead: Born Free: the History of the Openworld Game. Eurogamer, 4. Februar 2008, abgerufen am 20. Juni 2008.
  19. a b c Richie Shoemaker: Games that changed the world: Elite. Computer and Video Games, 14. August 2002, abgerufen am 20. Juni 2008.
  20. a b c d X3: Reunion review at games xtreme. games xtreme, 25. Januar 2006, abgerufen am 19. Juni 2008.
  21. X2 The Threat. GameInfoWire, abgerufen am 20. Juni 2008.
  22. Simon Carless: GDC: Game Designers Rant On Making Games That Matter. GameSetWatch, 5. März 2008, abgerufen am 20. Juni 2008.
  23. L. Scatteia: Title: Space-themed videogames: an effective way to promote space. In: The Electronic Library. 23. Jahrgang, Nr. 5. Emerald Group Publishing Limited, 2005, S. 553–566, doi:10.1108/02640470510631272 (emeraldinsight.com [abgerufen am 20. Juni 2008]).
  24. a b c Steve Hartmeyer: Dev Diary: The Inspirations Behind Jumpgate Evolution. MMOGamer, 13. Februar 2008, abgerufen am 20. Juni 2008.
  25. a b c Richard Aihoshi: EVE Interview. RPGVault, 1. August 2000, abgerufen am 19. Juni 2008.
  26. Simon Carless: Telespiele 1972–2007 Picks Most Influential Games. GameSetWatch, 26. August 2007, abgerufen am 20. Juni 2008.
  27. Matt Eberle: Star Sonata Review. GameZone, 17. November 2004, abgerufen am 18. Juni 2008.
  28. Kieron Gillen: Darkstar One Review. Eurogamer, 17. Juli 2006, abgerufen am 19. Juni 2008.
  29. Andrew Vandervell: DarkStar One Review for PC. VideoGamer.com, 16. August 2006, abgerufen am 19. Juni 2008.
  30. X: Beyond The Frontier Review. Eurogamer, 21. Oktober 1999, abgerufen am 19. Juni 2008.
  31. Evolution and Risk: CCP on the Freedoms of EVE Online. Gamasutra, abgerufen am 5. August 2007.
  32. John Breeden II: Keep Looking Up: Space-based Eve Online Enjoys Success. GamesIndustry, abgerufen am 20. Juni 2008.
  33. Joe Johnson: Infinity: Quest for the Earth. ModDB, 9. Februar 2006, abgerufen am 20. Juni 2008.
  34. Hard Truck: Apocalyptic Wars interview. Duck and Cover, 25. April 2005, abgerufen am 20. Juni 2008.
  35. Russell Carroll: Chat with Cornutopia about FLATSPACE by Game Tunnel. Game Tunnel, 27. Oktober 2003, abgerufen am 20. Juni 2008.
  36. Jason Bergman: Serious Brass Ones (A peek inside the world of Derek Smart). looneygames, abgerufen am 20. Juni 2008.
  37. Luke Plunkett: German Journos Pick Their Most Important Games Of All Time. Kotaku, 27. August 2007, abgerufen am 20. Juni 2008.
  38. What makes a true gaming classic? Edge, abgerufen am 20. Juni 2008.
  39. The Top 25 PC Games of All Time. IGN, 24. Juli 2000, abgerufen am 20. Juni 2008.
  40. a b Michael Moran: The ten most influential video games ever. Times Online, 20. September 2007, abgerufen am 20. Juni 2008.
  41. Vorlage:Citation
  42. The 101 best PC games ever. PC Zone, 12. Mai 2007, abgerufen am 20. Juni 2008.
  43. The complete history of open-world games. Computer and Video Games, 24. Mai 2008, abgerufen am 20. Juni 2008.
  44. THE HOT 100 GAME DEVELOPERS OF 2007. GamesIndustry.biz, 3. März 2007, abgerufen am 20. Juni 2008: „David Braben is one of the old-time legends of British computer gaming – along with Ian Bell, he co-wrote the space simulator Elite, a hugely influential game often earmarked as one of the best ever made.“
  45. Presented in Retrovision: Elite. Gay Gamer, 29. Mai 2008, abgerufen am 20. Juni 2008: „Elite is still one of the most influential games to date, having inspired EVE Online, Freespace, Jumpgate, Homeworld and a handful of other space titles.“
  46. Andy Barrat: Racing Into The Future. G4techTV Canada, 30. Januar 2008, abgerufen am 20. Juni 2008: „But [the BBC Micros] weren't just for learning on, a handful of games were actually released for the Beeb - two of the most influential games ever in fact – one of which was Revs. (...) The other super influential game [besides Revs] by the way, was Elite.“
  47. Richie Shoemaker: PC Review: X - Beyond the Frontier. Computer and Video Games, 13. August 2001, abgerufen am 20. Juni 2008: „If, however - like me - you consider Elite to be the best game ever made, X - Beyond The Frontier is by far its closest relation.“
  48. Vorlage:Citation
  49. George Hooper: Elite Trivia. (HTML) George Hooper, abgerufen am 26. November 2007.
  50. Charles Rector: Interviews: Werner Bayer aka Bladefist of Pardus. Online Multiplayer Games Network, 27. Juli 2007, abgerufen am 20. Juni 2008.
  51. Classic BBS Game “Trade Wars” Reborn (Press Release). GameZone, 4. Mai 2006, abgerufen am 21. Juni 2008.
  52. Privateer Gemini Gold 1.02a Review. Macworld, 9. Januar 2008, abgerufen am 20. Juni 2008.